Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.
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Run score Not tested
See how to installReview the instructions the agent will receive before you install.
Believable hair flow. Scalp coverage. Cards for games. Curves/particles for cinematic.
Target = Game / real-time → Hair cards (+ optional proxy curves)
Target = Cinematic → Curves or particle hair + materials
Target = Both → High groom → bake cards / textures
Scalp mesh → Guide curves → Card strips along flow
→ Atlas UVs → Alpha/normal hair texture → LOD cards → Export
Scalp → Particle/curve groom → Clump/frizz/noise
→ Hair shader (melanin/roughness) → Render test → Cache if needed
| LOD | Cards (guide) | Notes |
|---|---|---|
| Hero close-up | 80–200 | Layered shells |
| Standard | 30–80 | Main masses |
| Distant | 8–20 | Cap + few strips |
SM_HairCard_[Region]T_Hair_[Name]_RGBA (alpha in A)CRV_HairGuide_[Region]SM_HairCard_[Region]COL_Hair_[Character]| Topic | Reference | Load When |
|---|---|---|
| Hair Card Atlas | references/hair-card-atlas.md | When needed |
| Groom Flow Regions | references/groom-flow-regions.md | When needed |
| Cinematic Vs Game | references/cinematic-vs-game.md | When needed |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
The English summary is being prepared. Showing the original description.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
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Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
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Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
The English summary is being prepared. Showing the original description.